View Full Version : Witchbane Psychic [PrC]

2006-09-03, 11:58 AM
Witch-bane Psychic
"Your blasphemous heresies are at an end, 'Wizard'. You have weaved your last Magick, my mind shall end you foul taint. BURN THE WITCH!"
-Torquemeda, Witchbane Psychic

Skills: Psicraft 8 ranks, Gather Information 4 ranks, Spellcraft 4 ranks
Feats: Anti-Magic Psion, Mage Hunting Sight
Manifesting: Ability to manifest 3rd level powers
Special: Cannot have the ability to cast arcane or divine spells

Skills: The Witchbane Psychics class skills are: Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (psionics), Psicraft (Int), and Sense Motive (Wis).
Skill points per level: 2+int modifier
Hit Die: D4
BaB: Poor
Saves: Will Good, others bad
Manifesting: 8/10

Spurn Witchtainted(Ex)
A Witchbane Psychic can not make use of the abilities of magical items. If he uses a magic item, or carries one in his possession, he loses all abilities of the class until he removes the offending items from his possession. Psionic items are not restricted in this way.

Burn the Witch!(Ex)
Whenever a Witchbane Psychic uses a psionic power to deal fire damage to a creature capable of using spells or spell-like abilities, he deals an extra 1 point of fire damage per die. This has no effect on creatures with psionic powers or psi-like abilities, unless they also have the ability to cast spells, in which case, a further 1 point of fire damage per die.

Trial by Water (Su)
At 2nd level, a Witchbane Psychic can use metacreativity to create water inside a creatures lungs. To do so, he must be within 60ft of his target and take a standard action each round to maintain the effect. Upon activating this ability the target must make a Fort save (DC10+Class Level+Int modifier), or begin drowning. Each round thereafter, he must make another save (Same DC) or continue drowning. The Witchbane Psychic must expend 5 Power Points each round to keep this ability up.

Witchbinding Bolt (Su)
At 3rd level as a standard action, a Witchbane Psychic can expend his psionic focus to fire a bolt of Anti-Magic energy at a target within 60ft. A ranged touch attack is required to hit the intended target. If the ranged touch attack is successful, the target must make a Will save (DC 10+Class Level+Int modifier) or be unable to use any Spells or Spell-like abilities for 1d4 rounds. Psionic powers and Psi-like abilities are unaffected

Mettle (Ex)
At 4th level, whenever a Witchbane Psychic is exposed to a magical (but not psionic) effect that has a Fortitude or Will saving throw for a partial effect, a Witchbane Psychic is completely unaffected.

Witchhunter (Ex)
Whilst psionicaly focused, a Witchbane Psychic of 5th level or higher gains a +3 bonus on damage rolls with powers, melee or ranged attacks against creatures with the ability to cast spells or spell-like abilities. He also gains this bonus on saves against spells or spell-like abilities. At 9th level these bonuses increase to +6. Against a foe that has both Psionic and Magical ability, such as a multiclass character who has levels in both a manifesting class and a spellcasting class, the bonus on damage rolls increases by 3.

Douse the Witchflame (Psi)
A Witchbane Psychic of 6th level or higher can expend his psionic focus to trap a foes magical powers within a cage of his own psychic might. The target must make a Will save (DC 10+Class Level+Int modifier) to resist the effect. If the target fails the save, the Witchbane Psychic must expend a number of power points equal to the targets highest Caster Level times two. Whenever he replenishes his power point pool, he does not regain these power points. He may not regain them until he has ended the effect. Whilst under the influence of this effect, a Spellcaster cannot use any magical abilities or regain spell slots, or use or replenish uses of spell like abilities. A Witchbane Psychic can end this effect with a standard action. He immediately regains any power points he expended to use this ability. A witchbane psychic cannot use this ability again until he releases the target from this effect. Douse the Witchflame is the equivalent of a 6th level power.

Mind over Magic (Su)
When a Witchbane Psychic of 7th level or higher is the target of a Spell or Spell like ability that targets him specifically, such as Charm Person or Finger Of Death, but not Fireball or Lightning Bolt, he may expend his psionic focus and power points equal to the level of the spell, to turn it back on the caster, just like a Spell Turnin effect.

Improved Mettle (Ex)
At 8th level, the Witchbane Psychic gains the Improved Mettle ability. It functions as Mettle, but as well as being unaffected by the spell, he only takes the partial effect on a failed save.

Flay the Witchmind (Su)
At 10th level, a Witchbane Psychic can expend his psionic focus and expend power points equal to three times the highest Caster Level of the target, to burn out a spellcaster’s mind with psychic power. The target must make a Will save (DC 10+Class level+Int modifier0 or take a number of negative levels to his highest Caster level. Whether the target succeeds on the save or not, he is dazed for 1 round.

Fluff to follow.

2006-09-04, 10:07 AM
I love it, but Trial by Water doesn't really make much sense. How exactly, does a creature's brain *make* water inside its lungs?

I'd change it to requiring that the creature know Create Water, or change it to not being a mind-affecting effect, and just manifest some water in their lungs by yourself.

2006-09-04, 10:11 AM
Hmmm. I see what you mean. Will edit.

2006-09-04, 10:56 AM
You should have a way to do some sort of baleful polymorph to turn them into a duck.

2006-09-04, 10:57 AM
Nah, this ain't a Monty Python PrC, otherwise I wouldn't have had so much trouble coming up with abilities. Besides, did the spanish inquisition turn people into ducks?